Void Raider - Xerexes

Improvements:

- Improved turret effects and animations.

Fixes:

- Fixed an issue where Corpsebroods no longer entered vents properly.

Thank you for your support!

Dramatic Road : the origin of wind - alaskaohdan

This is Director Ekoda, representative of the "Alaska Ohdanbu."

This is our first development report in a while.

We successfully released the second part, "Blue Octave," in August of this year, and received a wealth of feedback from our players. In response to that enthusiastic feedback, we've implemented a total of 15 updates over the past three months. As a result, we feel the quality of the game has improved even further since August.

With this realization in mind, we intend to push forward with production on the third and final installment of the series.

We apologize for keeping everyone who has been looking forward to its completion waiting even longer, but we ask that you please wait for further updates for a little while longer.

We plan to provide development reports in November and December to update you on the development status of Part 3.

We will continue to work hard on updates for the official release.

If you have any requests regarding the game, please contact us.

Reviews/Discussions, please send us your requests!

6:32am
The Classrooms - Xefier
The Classrooms: 0.8 "Non-Linear Beta" Update Out Now!

Hello, The Classrooms players! We are excited to launch the beta of Non-Linear, a completely new way to experience the game. Unlike the linear story mode with predetermined routes and entities, Non-Linear Mode is built for endless replayability and unpredictable level transitions. This beta is a solo preview of the mode we plan to expand into multiplayer. Imagine jumping in with friends after school or work for a fresh game, where everything is random and not limited to any order!

Key Features
ARC Lab

Start in the ARC Lab, your safe central hub. There are plans for players to frequently come back here in the future for upgrades.

Transitions

Levels connect in countless different ways. No set path exists after you initially drop from the hole in The Classrooms.

Entities

They spawn randomly per level. The deeper you go, the more dangerous it becomes. Multiples of any entity can also spawn, so don't be surprised to encounter REAL armies of dolls. Difficulty stops increasing after reaching 100 floors.

Lives

Choose between 1 Life mode, where your save resets on death, or Infinite Lives mode, where you always respawn upon death and can freely continue playing.

Colored keys

Find them to unlock matching doors, with special loot and other surprises inside. More progression systems from story mode are coming later in development.

New Machines

Discover the Vending Machine and Gumball Machine, which will appear behind locked doors. You can buy unlimited items or anomalous gumballs for temporary buffs!

Level Modifiers

Prepare to find yourself surrounded by darkness or engulfed in a flood, as any level can generate with a unique modifier! They become more common the deeper you go.

Elevator

Use the Elevator to return to the ARC Lab, or give it an Elevator Pass (keycard) to head to a level of your choice.

Non-Linear Mode is in active development with big updates ahead, including the full integration of multiplayer. This beta lets you explore the foundation in single-player while we progress toward implementing co-op. Jump in and tell us what you think in our Discord, as your feedback will shape multiplayer!

WARNING: Non-Linear mode doesn't save when you Eject unless you are in the Arc Lab. But it does save every time you change levels.

City of Atlantis - Neleron
City of Atlantis – Dev Update

Hello everyone! Sorry for being a bit quiet lately – we’ve been very busy scaling up the project and improving almost every part of the game.



Closed Demo Update

We originally planned to organize the Closed Demo Tests much earlier, but our production team gave us strong feedback:

“Hold it! This is going in a really good direction – let’s not rush it.”

And honestly, they were right.

Was it worth it? Let’s just say the screenshots will speak for themselves. The results are promising and we couldn’t be happier with the direction we’re heading.

If you haven’t yet joined our new Discord, come say hi:
Join our Discord

You can also sign up for Closed Demo testing here (we already have over 200 testers, but the more feedback, the better):
Closed Demo Sign-Up Form

Like Atlantis – It Takes Time to Rise



We believe you only get one chance to make a strong first impression – even with a technical demo. After receiving more internal testing feedback (and discussing it with our publisher), we decided to “cook it a little more” before serving it to you. The dish was still a bit raw, and we wanted it medium.


So yes – it’s been delayed.
But also yes – it’s absolutely worth it.



We’ve added a huge amount of new content, mechanics, improved visuals, music, and early-game flow. Since complex strategy games like Anno or Paradox titles can be intimidating, we’re introducing a full tutorial campaign with several interactive missions. Instead of random “learn to build” quests, the demo will include a story-driven introduction to our world – led by a certain lady you’ll soon meet.


Our goal is clear: we’re not just making another city builder. We’re building something much deeper – a living, evolving world with its own history, religion, technology, and stories.



And to those who might be upset about the delay – don’t worry. We might even add an in-game event where your citizens protest against their governor’s delay.

Development Journey – Then vs Now

So, where are we now?:




Here’s a quick look at how far we’ve come in just over a year of development:

  • September 2024: Early systems, base prototypes.



  • October 2024: Added the ocean and underlying systems.



    []December 2024: Something is still missing... "Spark"




  • February 2025: Switched to HDRP rendering – a massive upgrade, like moving from Unreal 4 to Unreal 5.





  • March 2025: Introduced the Hive City as the game’s central hub.



  • April 2025: Expanded vertically – cities now build upwards, not just wide. This was the moment we knew the idea worked.



  • June 2025: Added the world map and early ruin/ship exploration to improve early-game flow.




  • July 2025: Added the Lighthouse system as a new gameplay core.



  • August 2025: Introduced dynamic story events, world quests, and stage-based mechanics – breaking the standard early/mid/late game loop.



  • September–October 2025: Continued polishing visuals, gameplay balance, and player customization options.


Right now, you can already enjoy about two hours of cohesive, fun gameplay. It’s not perfect yet – but it’s finally starting to feel alive.

What’s Next?

  • Closed Technical Demo
  • Open Technical Demo
  • Continued development toward a near-release quality demo

We know some of you expected to play earlier – but every week of polish makes a real difference. We’re now at a point where quality truly speaks for itself.

If you have questions or want to follow progress, visit our Steam discussions or join us on Discord.

Final Note

“When will it be ready?”


There’s no such thing as rushing a game like this. It will be released when it’s ready – or when we run out of money (hopefully the first one). Realistically, projects of this size take around three to five years to fully mature.
It will be released before GTA VI on PC ^
Wolfpack - Oscar

Hello everyone! This month we have continued working on terrain mesh generation and water simulation for the client side. Work on the corvette continues.

Terrain and water

We have spent the better part of this month working on terrain mesh generation. The terrain is generated from real world data using a spherical earth model. The spherical earth means that we sadly can’t use Unity’s built in terrain system, which is based on flat heightmaps, so we have created our own terrain system. The water system has similar requirements, where the water function has to be deterministic and continuous across a spherical surface.

The corvette

The functional parts of the wheelhouse are now completed, and we are now making equipment for the radio room.

What’s next?

The terrain generation system is more or less complete, so now we are working on the ocean function. When this is completed, we should be able to seamlessly stream the world. At that point most of the work will be to tie systems together, to fix bugs and to update UI and menus to fit with all of the new things we have built.

6:31am
Music Game - BNnnen
  • Added folders for custom songs for better organisation

    • Next to the create level button, there is a create folder button

    • Folders are visible at the top of the song select list

    • The art and name of the folder are configurable on the little chip

    • To move existing songs between folders:

      • Click the edit button in the bottom left corner

      • Select the songs you want to move

      • Click on "Move Selected"

      • Select folder to move selected songs to

      • Click move

  • Slowed default Expert and Extreme scroll speeds

  • Increased scroll speed slider range

  • Lowered audio preview volume

  • Larger note miss penalty + smaller note hit reward

  • Fixed a load of bugs

Still working on workshop support...

Who's beast - Progrediens Studio
Host Settings

The host player can now enable the following settings in the lobby:

  • Choose the number of quests assigned to each player.

  • Double the number of weapons appearing at spawn.

  • Define the minimum and maximum number of Beasts at the start of a match.


Ghosts
  • Ghosts can now hear nearby players who are still alive, but cannot talk to them (unless the “Talk with the Dead” bonus is active).

  • Ghosts can now pass through the barriers of the cemetery and the camp.

  • Fixed a visibility issue: ghosts are now visible to all players after a short delay.

  • Fixed a bug preventing ghosts from attacking with the torch.


Beasts
  • Fixed a bug where a Beast transformed into a ghost could turn back into a Beast.

  • Fixed an issue where a Beast reverting to a knight did not recover their torch.

  • Adjusted the Basilisk skin: the model is now fully covered after transformation.


Gameplay
  • The final quest can no longer be completed multiple times.

  • The quest waypoint now displays correctly.

  • Added an indication of the transformation key on the Beast’s head in the weapon stack
    (displayed in the secondary weapon slot when transformed).

  • The icons of living players are now removed after death.

  • Spell cooldown increased from 20 to 60 seconds.

  • Wolf dash damage reduced from 100 to 50.

  • Added a cooldown timer display for spells.


Atmosphere
  • Removed the fog sound, as it alerted players too easily and gave the Banshee less chance to attack.
    The fog is now silent and more discreet, enhancing the game’s atmosphere.

Project D5 Playtest - JOJOtron

Project D5 is a game very early in development, and we want you to help us put it through its paces. From now until the 31st October, log on during our playtest hours and take this opportunity to feed back on our unannounced title. 

Today is the final playtest session - we'd love to see you online and in D5! 

Join us on [url]Discord[/url] to get more info on the happy hours.

Still It Runs - 0UP GAMES

Patch Notes – ver.1.0.6
  • Changed the time limit for each stage from 5 minutes to 8 minutes.

  • Adjusted mouse pointer sensitivity while hiding.

  • Added the ability to skip certain previously viewed events by pressing any key.

  • Fixed an issue where the “Exit” action while hiding did not respond immediately.

  • Adjusted some collision detection while climbing, improving interaction with the man.

  • Modified certain movable areas in the game.

  • Adjusted the display to make non-traversable areas easier to identify.

  • Other minor fixes and improvements.


We hope you continue to enjoy STill It Runs!

Chilling Silence - podushki pod ushki

Added:

  • Dialog system

  • Inventory system

  • New models

  • New animations

  • The ability to pick up and use items

Existing mechanics have been improved and optimization work has been carried out.

...